| CARGO BAY ITEM | FUNCTION |
| Armory | Allows Heavy Weapons |
| Atmospherics | -3 difficulty on maneuvers in atmosphere. Only 1 OOC |
| Auto-Engine, Helm, etc. | Operates specific type of module |
| Battery | Holds 2 power. Distribute as an automatic action |
| Boarding Plank | Temporary link between two ships in the same hex |
| Brig | Holds bad guys |
| Cannon Enhancement EMP | Hits break personal equipment that isn't broken |
| Cannon Enhancement Fusion Node | Can be reconfigured to fire blasts like ship explosions |
| Cannon Enhancement Ion | Hits ionize occupants |
| Cannon Enhancement Plasma | Even damage dice cause fire to module |
| Cannon Enhancement Radium Feed | Damage is less to occupants but hard to heal (banned) |
| Cannon Enhancement Strafing | Hit allocation sweeps across ship instead of penetrating |
| Cannon Enhancement Stun | Hits stun occupants |
| Cargo Netting | Protects loose cargo |
| Damage Control | +1 on all repairs and single use to restore hull damage |
| Diplomacy Studio | Half Distance to enemy ship for Diplomacy actions |
| Drone | Unmanned fighter with skill 3 in Piloting and Combat, no reroll |
| EMP Generator | Break personal equipment aboard that isn't broken |
| Explosion Modulator | Range and Shields count double for explosions |
| False Cargo Item | Allows you to carry contraband |
| Fighters (see page 122) | Microship you can get in and fly around. Requires launch tube |
| Galley | Bonus hit point for crew |
| Gas Generator | Put gas cloud in the Cargo Bay, all Life Supports and adjacent modules |
| Gymnasium | Crew gets a free reroll in all Athletics checks |
| Hull Stabilizer | Reroll one die in failed hull check |
| Inertial Dampener | Reduce OOC by 2 instead of 1 at end of Phase |
| Ionizer | Everything aboard the ship has one higher level of ionization |
| Launch Tube | Allows you to launch fighters |
| Local Life Support | Allows an additional crew |
| Long Range Sensors | Half distance on scans and yes/no. Rerolls vs. Navigation Hazards. Ignore 1 Used marker on Teleporter |
| Megafin | -3 difficulty to turn in the indicated direction, +3 in the other direction |
| Megatorpedo (Single Use) | Fast upgraded missile. Requires Missile Bay |
| Missile Enhancement | Missiles are faster, more accurate and survive better |
| Multi-Capacitor | Maximum power levels are one higher |
| Ouchifier | All aboard suffer 1d6-1 points of damage at the end of each Phase |
| Powered Armor | Combat suit with built-in weapons. Take half damage |
| Relay Station | Reduce targeting difficulties by 1 |
| Rocket Booster | Increase Speed, OOC and Hull Damage. |
| Rocket Refuel | Refill Rocket Booster |
| Safety Chamber | Protect stuff |
| Self Destruct | Destroy your own shift |
| Shield Capacitor | Boost shields to maximum until End of Round |
| Shieldcutter | Enemy shields count half (round up) |
| Smuggler's Hatch | Crammed objects count half. Reduce difficulty to repair or upgrade modules by 1 |
| Solar Sails | Generates power to each system if there is a star |
| Stun Generator | Stun all aboard as an automatic action once/Phase. |
| Targeting Computer | Reduce distance to targets by 1 |
| TeleChute | Mini-wormhole connects two squares |
| Tractor | Capture microships, move enemy ships, cargo, spacewalkers. Tractor Dock |
| Warp Inhibitor | Add your Guns power to difficulty to operate Hyperdrive. |
| Warp Optimizer | -3 difficulty on Jump actions (HMFYP campaign1) ) |